Hey All,
Take into account the Armor type used by your character’s class.
Most of the professions produce items or gather materials that support all classes equally. For example, Alchemists create potions and elixirs that offer comparable benefits to all classes. However, when it comes to armor that can be equipped, the situation is slightly different.
Posted by3 years ago
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First of all, thanks for any replies.
I recently got back into WoW, and have gotten my resto druid past level 60. I didn't initially purchase WoD, as I wanted to just try it out again, but am planning to.
I think I'm going to boost my druid (intended to be primarily Resto, secondarily Boomkin) to lvl 90 with the free boost you get with buying WoD, and given that she's >lvl 60 she will get 2 max professions.
One of them will be enchanting, but I'm wondering about (currently) what the best second one would be. I'm considering jewelcrafting or engineering, though I'm not really sure. Alchemy seems to be pretty popular, though I'm not sure I understand why that one is so good.
Any input would be appreciated. BTW, I recognize that sometimes with boosting, it can be difficult to learn the character. But I have healed up to ~lvl 70 and previously had a max level druid, if I recall correctly, back when I played in Cata so I expect I'll be fine with boosting.
Thanks!
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General Information
On this page, we list the best gems, enchants, flasks, potions, and food you can get for your Balance Druid in World of Warcraft — Battle for Azeroth (BfA) 8.2.0. We also give budget alternatives.
Pages in this Guide
Best Professions For Druid Legion Guide
1Introduction2Easy Mode3Spell Summary4Builds and Talents5Azerite Traits and Armor6Essences7Rotation, Cooldowns, and Abilities8Mythic+ Tips9Crucible of Storms as Balance Druid10Battle of Dazar'alor as Balance Druid11Uldir as Balance Druid12Stat Priority13Gems, Enchants, and Consumables14Macros and Addons15Gear and Best in Slot16Simulations17How to Improve18Frequently Asked Questions
1. Secondary Stat Choice for Balance Druids
Haste is Balance Druid's highest simming secondary stat for most players.It is recommended you sim your character onRaidbots to get accurateresults. Depending on your gear, you may want enchants, gems, and other playerenhancement items that are not listed as recommended on this page.
2. Best Gems for Balance Druids
You should use a single Leviathan's Eye of Intellect in your firstsocket. After the first socket use Masterful Sea Currant orQuick Sand Spinel depending on your current stat layout. You can also usecheaper options (Quick Owlseye or Masterful Tidal Amethyst) ifyou are short on funds. If you cannot afford the first Levithan gem, there is nobetter option that give the same type of benefit and you should go straight intosecondary stat choices.
3. Best Enchants for Balance Druids
4. Consumables for Balance Druids4.1. Best Flasks and Potions for Balance
Greater Flask of Endless Fathoms is the main flask for all raid and dungeoncontent. You can fall back onto Flask of Endless Fathoms when looking to bemore thrifty.
There are a variety of potions you can use depending on the content or battleyou are fighting. For single target Potion of Focused Resolve grantsincreased Critical Strike chance to a single target. This loses all value onceyou swap targets. If you plan on swapping targets during your potion,Superior Battle Potion of Intellect is a general all use potion. Inmythic+ when you have 4+ mobs within 8-yards your character,Potion of Empowered Proximity will give more value than the newerIntellect potion.
During encounters, you can heal yourself usingAbyssal Healing Potion and Healthstone. Make sure you usethese when in danger of dying.
4.2. Best Food for Balance
You should eat from Famine Evaluator And Snack Table when possible, andotherwise Haste food (Baked Port Tato) or Mastery food (Abyssal-Fried Rissole).
At our current gear levels, an Intellect feast buff is still barely equal tosecondary stat foods. When we get more Intellect in the future, we may beexclusively eating our own secondary stat foods. The new secondary stat foodsall outclass the old feasts.
4.3. Augment Runes for Balance
If you can afford it, you should use Battle-Scarred Augment Runes toincrease your primary stat. Since there is a finite amount of these runesavailable, you should make sure to use them wisely and to stock up on themfor when you need them.
5. Changelog
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Pages in this Guide
1Introduction2Easy Mode3Spell Summary4Builds and Talents5Azerite Traits and Armor6Essences7Rotation, Cooldowns, and Abilities8Mythic+ Tips9Crucible of Storms as Balance Druid10Battle of Dazar'alor as Balance Druid11Uldir as Balance Druid12Stat Priority13Gems, Enchants, and Consumables14Macros and Addons15Gear and Best in Slot16Simulations17How to Improve18Frequently Asked Questions
More Druid GuidesGuides from Other ClassesRaid GuidesBfA GuidesPatch 8.2 Profession Changes
ABOUT THE AUTHOR
This was written by Borabank,a Balance Druid theorycrafter and raider in Encore. You canwatch him on his Twitch channel orin the Dreamgrove Discordserver. Adobe premiere pro cc 2017 crack dll.
VISIT FORUMS
This is a beginner's guide to professions. One of the most reliable ways to earn gold in World of Warcraft is through using professions wisely. However, to a new player, the profession system can seem very complex and overwhelming. Although there is a lot to learn, all professions follow a few simple rules. Basic types of professions, part 1 Edit
Professions are either primary professions or secondary professions. Every character can have up to two primary professions at a time. If you want to learn a different primary profession after you have learned two, you can unlearn one or both of the ones you know. All of your progress in the forgotten profession will be lost† and your decision will not be undone if you change your mind, so be sure you want to change. Every character can learn any or all of the secondary professions.
Most primary professions have capabilities that other characters need. Engineering and the secondary professions tend more towards allowing you to enhance or otherwise help yourself, and not so much benefit others, but it is possible to make money from them as well.
Basic types of professions, part 2 Edit
Professions generally fall into one of three types, although there is overlap. These types complement each other, as will be described below.
Gathering professions allow you to take things you find out in the world and convert them into resources you can store in your inventory or bank and sell or give to other players. Fishing, Herbalism, Mining, and Skinning are (mostly) gathering professions.
Crafting professions take raw materials (aka mats) and turn them into equipment or other items that are usable by characters. Alchemy, Blacksmithing, Cooking, Engineering, Jewelcrafting, Leatherworking, and Tailoring are crafting professions.
Service professions modify existing object, characters, or the environment. Enchanting and Inscription are (mostly) service professions.
First Aid is both a crafting and service profession.
Any gathering or crafting profession you take will allow you to gather or craft items that you can sell through the trading channel or the Auction Houses. Services can only be marketed through the trading channel.
How professions complement each other Edit
A very important concept to understand before you choose your primary professions is how the different types of professions complement each other. As a new character, you are going to have a limited amount of money you can use for funds to start your crafting empire, and you will need to start wisely right away to get the maximum benefit from your professions.
To put it as simply as possible, gathering professions generally produce materials that are used by a crafting profession in a complementary manner. Let us take a look at skinning and leatherworking.
As a skinner, your character will produce mostly leather from dead mobs that are skinnable through a quick, simple process. This leather isn't of much use to the average other character. It is not able to be clicked on to be used for anything, and pretty much just takes up space. Unless, that is, the other character is a leatherworker. Leatherworkers are able to take raw materials (in this case, leather) and turn them into usable items. For example, a leatherworker can take Light Leather and turn it into Light Armor Kits, which any character can then use.
Turning it around, you can see that a leatherworker who isn't also a skinner is at something of a disadvantage. They are dependent on others for the raw materials they need to create useful items they can sell. At higher levels this disadvantage can be reduced, as you may know other characters who can provide the materials you need to craft items, or you may have more money available to you to buy these mats yourself, but if you are a new character that wants to craft items, you will want to choose a gathering profession that is complementary to your crafting profession.
Here's a list of complementary professions:
Who uses what Edit
It is generally beneficial to make things your own character can use.
Hunters and shamans can wear mail armor at level 40. That can be produced by both leatherworkers and by blacksmiths. There is no pressing need for a hunter or shaman leatherworker to switch to blacksmithing at level 40.
How to make money from your professions Edit
Now that you have two primary professions that you like, and maybe the secondary professions, how do you go about getting gold from them?
Crafting Edit
Generally, the items you are able to craft at lower levels of your professions are going to be more or less worthless to anyone but you. There are some notable exceptions, however – every character wants to have as much inventory space as possible, so bags (crafted by tailors) always sell, and healing and mana potions (crafted by alchemists) are useful from very low levels. But even so, at early levels these will not sell for more than a few silver at most.
To get a higher level in a profession, you have to use it. This is the only way to advance your skill level. That means going out and gathering mats for gathering professions, and taking mats and crafting items for crafting professions. For crafting professions, return to the trainer often and learn the new patterns that become available to you as you advance your skill.
To make money from professions you will need to identify the items you can gather or create that other characters need, and then go out and gather them, or gather the mats and then craft them. These items are different for every profession, and prices can vary widely by realm, but every profession has them. (Refer to individual profession pages for tips on what sells well.)
As a general rule, however, you won't be able to craft the real money makers until you get over 75 skill points in your profession. This involves going beyond the apprentice level of your skill, which you start at, and learning the journeyman level. Journeyman is available at skill 50 for every profession (although it also requires level 5 for some), and allows you to go beyond skill 75 for that profession. There is a small cost associated with the training, and not every trainer will be able to train you to journeyman, but if they can't they will generally be able to tell you where to go to get it.
The recipes, patterns, and schematics you learn from the trainer can be useful (and valuable), but remember that everyone else with your profession has access to these recipes too. Be sure to scan the auction house often for recipes that you can learn but that aren't available from trainers. Some of these – for example the Swiftness Potion recipe for alchemists, or the Savory Deviate Delight recipe for cooks – teach you how to make items that can sell for many gold, due to their popularity and relative rarity. But there are also some common, trainer-learned recipes that can be relied on to sell regularly, such as Linen and Woolen Bags.
As a gatherer (assuming you also gather), check the auction house prices for the items you can gather often, and (if you can) store what you gather in your bank until prices are high. If you have surplus from gathering that you don't need as a crafter, sell it on the Auction House and free up some space in your bank. Specific items such as fish or other cooking mats can sell surprisingly well to higher-level (and richer) characters that are looking to advance neglected skills quickly, but this can also be very hit-and-miss. Selling your unneeded items (gathered or crafted) to vendors is a much more reliable (although not as protentially profitable) way to earn back some money while still advancing your skills.
Finally, as you improve your professions, remember to keep checking for more recipes and higher levels of skill available. After you reach 125 skill points (and for some professions reach level 10) you can learn expert level in your profession, at 200 (and level 35) you can learn artisan (however secondary professions require 225 for artisan), and at 300 (and level 45) you can learn master. Each level allows you to take your profession to ever higher (and more profitable) heights. But the exact same principles apply for making money at high skill levels as they do at lower levels: identify what people want and what they're willing to pay for it, learn recipes that allow you to craft profitable items, and buy low and sell high.
Finally remember that you can always abandon a profession if you decide it isn't for you, although that means you lose all the progress you've had with it, even if you pick it back up again at a later date.
Enchanting Edit
Enchanting is a little different from other professions, as it only produces a few actual items (mostly wands and oils). Enchanters generally make money by enhancing the items of other characters by applying enchantments to the items, which is done through a trade window. Enchanting is an excellent profession, but it is a very poor choice initially. Rare, powerful enchantments can be sold for hundreds of gold at high levels, but low level enchantment have low benefits and have very little demand.
It is very difficult for a starting enchanter to not spend a great deal of money in improving enchanting. Enchanting requires at least uncommon items to feed it. Until you are routinely harvesting disenchantable drops or can craft or buy disenchantables, you can not effectively level enchanting. Expect it to be a money sink for a long time.
There is a steady market among other enchanters and their customers for enchantment materials you harvest through disenchanting items, so as long as you can farm the disenchantables and sell off some of the enchanting materials, you can make this work for you.
Choosing two gathering professions Edit
But what if you don't care about making things? What if you just want to make some money, so you can buy things other characters have made if you need them? In this case, you might want to think about taking two gathering professions and then selling the mats your character gathers. For example, since you're going to be killing a lot of mobs anyway, why not skin them while you're at it? And then taking mining or herbalism can provide another source of easy income. However, you'll be dependent on the market for mats, which can be very volatile, unlike the market for crafted items, which tends to be much more stable – meaning that you can maybe sell a stack of metal ore one day for several gold, but tomorrow you might only get a fraction of that amount.
Choosing two crafting professions Edit
A tactic generally done by only the elite few with a lot of money to spend. Taking two crafting professions (Such as Enchanting and Engineering) relies completely on materials from the Auction House, other players, or from an alt. Because of this, taking dual crafting professions is extremely costly (unless you go the alt route); much more so than a crafting/gathering pair. However, a large plus is that your productivity doubles, and you can offer twice the benefits to yourself and others. Note that if you use an alt to harvest, it probably makes more sense to have each toon do one harvest and one craft; although two crafts will grant one of the toons the exclusives from two crafts - make sure that the exclusives complement, not overlap the same slot.
Cherry picking beginning crafting professions Edit
This only works at low levels, from around level 5 or 6, where you first leave the beginning area. Learn skinning and either mining or herbs. Harvest while you level, and harvest linen as well. When you have a stockpile in your bank (helpful to check the recipes, decide what you want to make, and make sure you have enough), drop one or both gathering and switch to leatherworking and blacksmithing or alchemy. Key items every low character wants to make are [Light Armor Kit] (helps every class), [Rough Sharpening Stone] (buffs melee blades, including axes) and/or [Rough Weightstone] (buffs melee clubs, including staves), and [Minor Healing Potion] (but these tend to be very cheap and available at the auction house), [Elixir of Minor Defense] (helps every class), and [Elixir of Lion's Strength] (not very useful for some, but it works with Elixir of Minor Defense, you can make it, and it does help your melee).
This only works at low levels; by the teen levels the beginning crafted gear is inadequate. Move on to a longer term strategy.
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